Alpha 3: Q & A

That Kiyo player has the best A-Guy I have ever seen. Could anyone who saw Daigo’s A-Guy against Cole’s Dhalsim comment on how they compare? (Press some buttons, Cole!)

I will be playing A-Guy at Midwest Championships this Friday and I will use a few of the tactics I saw Kiyo use.

Sweet. I hope I can get some footage of that.

As for how Guy and Sim compare (not necessarily Diago and Cole). I seriously think that A-Guy has a 50/50 chance at connecting whatever the hell he does on the ground, outside of a super.

That’s a pretty poor ratio considering you’re limited to jabs, sweeps, and slides vs sim. While sim will be throwing FP, RK, SP, and jabs/shorts of his own.

Jab like a whore and you might connect or you might eat a limb. Odds aren’t in your favor since if you eat a limb, you take way more damage than he would have. But, jabs can stuff just about anything Sim does if you get a rythm going.

Slides have about the same chances of working. Sim has a lot of ways to stuff it from max range, and if you do it too close, you’re likely to eat a noogie. But I would say it’s his best way to get in on Sim outside of a lucky Bushin Flip or a nicely planted elbow drop.

Up close you have SP>FP chains and sweeps, but that’s if you manage to get close without getting thrown or pushed back.

The bushin chain is out of the question, but at least you can chain strong>fierce effectively. I would think you’d need to be psychic to use Bushin flips. Bushin whirlwind kicks might stuff limbs, but again you need to be at max range or psychic – or both.

It’s a real shame Guys only overhead takes like a day and a half to connect, or he might have been able to pressure/harass turtlers.

In the air, it’s hard to say. It seems like he can jump from max range (across the screen), but Guy’s air moves have pretty low priority and crappy hitboxes. The elbow drop is probably his best bet, but if they are expecting one, you’re likely to eat a noogie – or worse.

Vertical jumping is another story all on it’s own, but you have to time it and aim it pretty good to actually do anything with it.

Based on experiances, I would say that Dhalsim had the upper-hand in that match-up, but maybe I just have a really crappy Guy.

Based on match videos, I would still say that Sim has the upper hand. Especially if he is a throw whore. But the Japanese play Sim really differently than the Americans, and I watch more Jap vids than US vids.

As for Cole vs Diago: It’s been too long since I’ve watched it, so I can’t really say.

[Edit]: And who’s this Kiyo player you speak of? The only A-Guy player I’ve seen in an a-cho vid was Shinya.

OMG! That is sweet, Xeno. So there is a variation of that Chikyuu VC on normal sized characters. Thanks for sharing =)

Kiyo is the Guy player in the documentary about the 98 Japanese nationals, in acho_zero3_20030824k.wmv and he got 2nd place at Absolution 2004 in London.

sweet dude… it’s all about the 1p jump towards MP isn’t it? :slight_smile: I hate being 2p V-Rol.

I didn’t know if it was an infinite though… i guess i do now! :slight_smile:

Is the LKs variation easy to do? Or is it mad tight?

I just re-watched the Diago vs Cole fight.

I have never before nor since seen anyone play Guy as aggressively as Diago did.

But, I would think that would be the ideal way to play Guy. :lol:

No problem. I have a few more goodies to post later on, too.

Thanks for the heads up.

Technically it’s not an infinite. If I hadn’t gained 50% meter at exactly the right time, I would have had to end the combo.

Each time you CC into his jump toward MP, they get lower and lower by a tiny bit.

It is possible to gain 50% meter before the next MP whiffs though, as demonstrated in that replay. And since Rol can attack twice in the air during a VC, he can re-set the MP loop.

As for timing: The j.MP is dead simple. You have a ton of leeway as to when you press the MP for it to all combo (early and late). The 3x c.SK is also dead simple so long as you get the rythm going. The hardest part is cancelling the c.SK into the super jump, and doing the crouch cancels at the end. In order to cancel, you need to put the stick (or pad) in neutral, then hit down, then hit up+toward.

And for referance, even if you screw up the the crouch cancels, the combo itself does about 50% to A-Ken, which is not bad at all (since the shotos have a higher defense rating).

[Edit]: I just checked. The combo also works on crouching opponents (tested it on crouching Akuma). Ownage!

Here’s another one [Edit]: of Zangief.

Sadly, it does the exact same ammount of damage (to the very pixle) as his body splash one. But it looks cool. :stuck_out_tongue:

And here are all the Gen VCs I’ve been experimenting with. :smiley:

His good VC looks to do around 75% life before meter runs out (before the CCs).

His midscreens are amazing. :o

And he has an infinite and several true unflippable set-ups for it.

Does V-Gen jump into the high tiers now!? :eek:

You like those combos? Knew some one would. :smiley:

V-Gen :

  1. he has 3 midscreen vcs that do 50 to 75%

  2. one of them is an anti-air midscreen vc

  3. he has 3 solid infinite setups

  4. he has a P1 and P2 infinite (SK or FK)

  5. he has godly pokes and godly anti-airs

  6. he has an anti-corner and corner vc

  7. he has a two anti-projectile moves

  8. he can chain anything in punch form

What holds him back? His specials suck, his normals lag in kick form, and he is hard as hell to play.

I think he would do perfectly fine against all the other top tiers, except for Sakura and Akuma. The question remains as to weather he’s better off in A-ism or V-ism.

After all, counter hit c.SP>Zan’ei is just too good. :wink:

[Edit]: Oh, and his c.FP in punch form beats out Chun-Li’s j.SK and Zangiefs body splash. If that’s not godly anti-air, I dunno what is (other than Karins s.FP, that is).

Crazy stuff.

Oh if anyone has the time, can they check to see if st. JP anti-air counterhit > JP Psycho Shot, LVL2/3 Psycho Crusher with Bison would work? I’d do it myself, but the emulator is acting up at the moment. I’m just wondering if it’s possible to charge buffer fast enough to have the Psycho Crusher ready to go after the Psycho Shot is out.

Well, doesn’t shoto cr. mp beats out gief splash as well, but i wouldn’t consider it an uber anti-air :-/

Also, Gen [PPP] j. FP is the gayest/best jump neutral up move ever.

Well, Gen [PPP] c.FP beats Chun’s j.SK.

There’s only a few normals in the game that beat it. And usually they have to be placed directly above or below her to work. If timed right, Gens just flat out beats it.

I would say it’s on par with Guys c.JP and Karins s.FP as far as effectiveness goes.

As for Zangiefs splash: Yeah, probably. I dunno what I was thinking.

If I had to guess I would say the best anti air normal is Sakura’s 4hp or Karin’s 5hp. I never imagined gen as having something to rival those. I have not played him much but he sounds better then I thought he was. How well does he face off against a good Dhalsim player? It seems gen would rip him apart.

Counter hit j.JP into Psycho Shot works. You can add some extra frames of charge if you kattobi cancel it, but I don’t think you need to.

Unfortunately there’s not enough charge time for the Psycho Crusher.

They can either land or flip by the time you get enough charge for it, even in the corner.

Actually, out of the corner it seems like it wouldn’t work at all. And in the corner it looked like the Psycho Crusher would whiff anyway unless they flipped wrong (they would still land in time to block if they neutral flip).

Considering the stuff I seen done with chargers I would not rule it out. If Charlie can sonic boom, dash forward and combo a somersault justice off from the sonic boom, anythings possible =)

Oh right. The Japanese seem to have some magical charge trick for SFA3, SF-3rd Strike, and CvS2 that I never figured out.

I think I read about the one for CvS2 on Majestros SonicHurricane site; but I don’t care, seeing as how I hate that game. Any clues as to how it works for SFA3 and 3rd Strike?

I think You can move directions so quick the game does not see that you let up on a button… Like

Hold 1 > double tab 6 > back to holding 1 > somersault justice

See what I mean? I think you can press any direction and if you quickly go back to the first charge quick enough it does not think you let go of the charge in the first place.

I think Apoc wrote up a guide about parition charging? (I think that’s what it’s called). I may dig around and see if I can find it.

Found it, take a look. I have no idea where he wrote this but I found it on the gfb hub a long time ago.

Not quite on the same topic as the god like charging combos but it is still some nice info.

Thanks. :slight_smile:

After reading this, the answer to Muskau’s question becomes: Yes. :smiley:

Of corse, they can flip at just the right moment and negate a few of the hits, but it still connects with them in the air (and thusly, is unblockable).

[Edit]: But only if they are close enough to the corner.